DL 83 – Reinforcements

Ekeck Rha, Grom the Foul, Ke'vash,
Deadventurer's League
2026-06-13


The Sword of the Ember Knight Continues

  • Ke’vash and Smitty join the party with news that Copyof’s mother is sick. They fill in as Dasyndra joins Copyof to return to Ska R’wyk.
  • The party explores the stinky Grick cavern
  • They make their way further into the tomb, finding a giant room with a large guardian in it.
  • After some big shots all around, the Guradian is defeated.
  • They find the Ember Knight’s resting place, as well as some loot and the Ember Sword
  • The sword is slightly glowing which Torvish tells them means that the evil king is breaking free of it’s banishment and returning to the world. He must be defeated
  • They collect what they want and leave, parting ways with Torvish who returns to Neydisa Castle (with promises to meet again)
  • Following Torvish’s directions they find the evil king’s burial mound
  • Upon disturbing the sarcophagus, evil is unleashed…

Ship-‘Cy (Dustin):

5

PERCEPTION (0)
Ke’vash

rolling 1d4
(

4

)

=

4
14

INVESTIGATION (2)
Ke’vash

rolling 1d4
(

1

)

=

1

Grom:

-2

INVESTIGATION (-3)
Grom the Foul

ekeck rha:

7

PERCEPTION (4)
Ekeck Rha

Ship-‘Cy (Dustin):

rolling 1d20
(

10

)

=

10
9

INSIGHT (2)
Ke’vash

Grom:

2

INITIATIVE (1)
Grom the Foul

Ship-‘Cy (Dustin):

16

INITIATIVE (3)
Ke’vash

ekeck rha:

15

INITIATIVE (0)
Ekeck Rha

20

STRENGTH SAVE (5)
Ekeck Rha

Ship-‘Cy (Dustin):

17

120 feat
Ke’vash

14

ekeck rha:

21

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

26

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

7
Slashing

Grom:

For Description Only
Compelled Duel
enchantment 1

Casting Time: 1 bonus action
Range: 30 feet
Components:

V

Duration: Concentration up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

SPELL SAVE DC: 14

ekeck rha:

10

STRENGTH SAVE (5)
Ekeck Rha

8

STRENGTH SAVE (5)
Ekeck Rha

Ship-‘Cy (Dustin):

rolling 1d6
(

4

)

=

4
12

120 feet
Ke’vash

ekeck rha:

25

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

19

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

7
Slashing

6
Slashing

Grom:

23

Touch
Grom the Foul

rolling 4d10
(

1

+

10

+

4

+

6

)

=

21
For Description Only
Hellish Rebuke
evocation 1

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Target: The creature that damaged you
Components:

V,
S

Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
SPELL SAVE DC: 0

DC14
Dexterity Save

11
Fire

60 feet
Hellish Rebuke
Grom the Foul

22

STRENGTH SAVE (4)
Grom the Foul

Ship-‘Cy (Dustin):

11

120 feet
Ke’vash

ekeck rha:

rolling {2D4+2}
{

(

1

+

2

)

+2

}

=

5

Grom:

10

Grom the Foul


Rune of Fearsome:
◦ on Critical Hit the target becomes frightened / no save
◦ once per day reduce damage by 1d6

Rune of Forceful:
◦ +1 initiative when wielding the weapon it’s attached to
◦ damage on same target increase by +1 with consecutive hits (stacks)

Ship-‘Cy (Dustin):

14

120 feat
Ke’vash

23

120 feat
Ke’vash

17

ekeck rha:

7

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

22

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

6
Slashing

Grom:

7

Grom the Foul


Rune of Fearsome:
◦ on Critical Hit the target becomes frightened / no save
◦ once per day reduce damage by 1d6

Rune of Forceful:
◦ +1 initiative when wielding the weapon it’s attached to
◦ damage on same target increase by +1 with consecutive hits (stacks)

Ship-‘Cy (Dustin):

22

120 feet
Ke’vash

14

120 feet
Ke’vash

14
Force

Grom:

Deathless Nature
Grom the Foul Racial: Reborn
You have escaped death, a fact represented by the following benefits:

– You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
– You have advantage on death saving throws.
– You don’t need to eat, drink, or breathe.
– You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

ekeck rha:

17

PERCEPTION (4)
Ekeck Rha

Grom:

Divine Sense
Grom the Foul Class: Paladin
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Buzzy Loo (GM):The altars have 250 gp, a

ruby worth 50 gp, a sapphire work 75gp, and a necklace

worth 150 gp

Plates for armor

Grom:

8

PERCEPTION (4)
Grom the Foul

5

HISTORY (-3)
Grom the Foul

ekeck rha:

18

INITIATIVE (0)
Ekeck Rha

Grom:

5

INITIATIVE (1)
Grom the Foul

Ship-‘Cy (Dustin):

11

INITIATIVE (3)
Ke’vash


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